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https://github.com/hrydgard/ppsspp.git
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150 lines
5.2 KiB
C++
150 lines
5.2 KiB
C++
// Minimal audio streaming using OpenSL.
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//
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// Loosely based on the Android NDK sample code.
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// Hardcoded to 44.1kHz stereo 16-bit audio, because as far as I'm concerned,
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// that's the only format that makes any sense.
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#include <assert.h>
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#include <string.h>
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// for native audio
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#include <SLES/OpenSLES.h>
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#include <SLES/OpenSLES_Android.h>
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#include "../base/logging.h"
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#include "native-audio-so.h"
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// This is kinda ugly, but for simplicity I've left these as globals just like in the sample,
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// as there's not really any use case for this where we have multiple audio devices yet.
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// engine interfaces
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static SLObjectItf engineObject;
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static SLEngineItf engineEngine;
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static SLObjectItf outputMixObject;
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// buffer queue player interfaces
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static SLObjectItf bqPlayerObject = NULL;
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static SLPlayItf bqPlayerPlay;
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static SLAndroidSimpleBufferQueueItf bqPlayerBufferQueue;
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static SLMuteSoloItf bqPlayerMuteSolo;
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static SLVolumeItf bqPlayerVolume;
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#define BUFFER_SIZE 512
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#define BUFFER_SIZE_IN_SAMPLES (BUFFER_SIZE / 2)
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// Double buffering.
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static short buffer[2][BUFFER_SIZE];
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static int curBuffer = 0;
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static AndroidAudioCallback audioCallback;
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// This callback handler is called every time a buffer finishes playing.
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// The documentation available is very unclear about how to best manage buffers.
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// I've chosen to this approach: Instantly enqueue a buffer that was rendered to the last time,
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// and then render the next. Hopefully it's okay to spend time in this callback after having enqueued.
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static void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context) {
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assert(bq == bqPlayerBufferQueue);
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assert(NULL == context);
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short *nextBuffer = buffer[curBuffer];
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int nextSize = sizeof(buffer[0]);
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SLresult result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, nextBuffer, nextSize);
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// Comment from sample code:
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// the most likely other result is SL_RESULT_BUFFER_INSUFFICIENT,
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// which for this code example would indicate a programming error
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assert(SL_RESULT_SUCCESS == result);
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curBuffer ^= 1; // Switch buffer
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// Render to the fresh buffer
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audioCallback(buffer[curBuffer], BUFFER_SIZE_IN_SAMPLES);
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}
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// create the engine and output mix objects
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extern "C" bool OpenSLWrap_Init(AndroidAudioCallback cb) {
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audioCallback = cb;
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SLresult result;
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// create engine
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result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
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assert(SL_RESULT_SUCCESS == result);
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result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
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assert(SL_RESULT_SUCCESS == result);
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result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
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assert(SL_RESULT_SUCCESS == result);
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result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, 0, 0);
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assert(SL_RESULT_SUCCESS == result);
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result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
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assert(SL_RESULT_SUCCESS == result);
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SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
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SLDataFormat_PCM format_pcm = {
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SL_DATAFORMAT_PCM,
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2,
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SL_SAMPLINGRATE_44_1,
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SL_PCMSAMPLEFORMAT_FIXED_16,
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SL_PCMSAMPLEFORMAT_FIXED_16,
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SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,
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SL_BYTEORDER_LITTLEENDIAN
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};
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SLDataSource audioSrc = {&loc_bufq, &format_pcm};
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// configure audio sink
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SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
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SLDataSink audioSnk = {&loc_outmix, NULL};
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// create audio player
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const SLInterfaceID ids[2] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
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const SLboolean req[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk, 2, ids, req);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE,
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&bqPlayerBufferQueue);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume);
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assert(SL_RESULT_SUCCESS == result);
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result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay, SL_PLAYSTATE_PLAYING);
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assert(SL_RESULT_SUCCESS == result);
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// Render and enqueue a first buffer. (or should we just play the buffer empty?)
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curBuffer = 0;
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audioCallback(buffer[curBuffer], BUFFER_SIZE_IN_SAMPLES);
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result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, buffer[curBuffer], sizeof(buffer[curBuffer]));
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if (SL_RESULT_SUCCESS != result) {
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return false;
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}
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curBuffer ^= 1;
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return true;
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}
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// shut down the native audio system
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extern "C" void OpenSLWrap_Shutdown() {
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if (bqPlayerObject != NULL) {
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(*bqPlayerObject)->Destroy(bqPlayerObject);
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bqPlayerObject = NULL;
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bqPlayerPlay = NULL;
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bqPlayerBufferQueue = NULL;
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bqPlayerMuteSolo = NULL;
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bqPlayerVolume = NULL;
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}
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if (outputMixObject != NULL) {
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(*outputMixObject)->Destroy(outputMixObject);
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outputMixObject = NULL;
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}
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if (engineObject != NULL) {
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(*engineObject)->Destroy(engineObject);
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engineObject = NULL;
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engineEngine = NULL;
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}
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}
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